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    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3

    I'm having a bit of an odd issue with this mod.

    I'm using Forge version 1614, but the same issue occurs with 1558.

    When I use the latest public beta version (33.4), it breaks the weapons from Balkon's Weapon mod - namely, blunderbuss and crossbow now shoot arrows as if they were bows.

    When I use the last older version that I can get (most of the links on the "update page", e.g. version 30, lead to an error page saying "This file is currently set to private.") - which is 29 - I for some reason get clusters of rohirric crafting tables in the overworld. It seems like it's overriding some ore, possibly metallurgy's.

    Any possible fixes for either...?

    Posted in: Minecraft Mods
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    posted a message on Metallurgy 4
    Quote from dogman035»
    Just wondering, why are the END metals not the ultimate end game material? They're a lot harder to get than tartarite, having to go to THE END AND BACK after defeating the enderdragon and mining the ores (not to mention you might not even have a good enough pick)...

    In comparison Tartarite is relatively easy to find, Adamantine and Atlarus are just very rare... But I ALWAYS find at least one piece of each, and using either the crusher of the Smeltery (if using extra TiC) means I get FOUR INGOTS of it... Which is a lot, with Extra TiC... Enough for a a pick and a sword made fully of tartarite.

    So what I suggest is a metal you can only find encased in obsidian in the towers of the End, very rare and requiring a TARTARITE pick to collect. It cannot be smelted in its pure form, you must use the crusher. And it only yields a single dust. THIS is the ultimate end game. This ore is extremely hard to collect, extremely rare, and the pick it makes... NEVER BREAKS. Which I think is fair, considering what you need to do to collect it.

    Maybe this isn't the BEST idea for a new ore, but I would at least like tartarite to be harder to get. Perhaps an adamantie and atlarus dust only yields one tartarite rather than two unless you use an alloyer...?

    Fortunately, this mod is extremely customizable. Just edit the config, setting the hardness of some ores and the quality of resulting equipment to whatever you want. You can make eximite require a tartarite pickaxe to mine.

    For myself, I set block hardness for both atlarus and adamanteum (not adamantite!) so high that you need either desinchalkos or sanguinite to mine it.
    Posted in: Minecraft Mods
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    posted a message on Compatibility Mod for Balkon's Weapon Mod and Metallurgy 4
    This is so extremely overdue. Two great mods, finally having compatibility.
    Posted in: WIP Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Running Minecraft 1.7.2, with the latest versions of both mods.

    None of the mobs from the mod can hurt me. Ogres still do the area damage, snakes and komodos still poison, but a standard werewolf will just run circles around me. Yes, I am on survival. Anyone having similar issues/have a solution?
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    When watching the video, at first I was all "Hmm. Flowers. And dimensional doors. I dunno how I feel about where this is all going". But then I was all "Spinning things! I want a spinning thing! I want to put giant windmills everywhere!"

    I like where that is going. And I do wholeheartedly agree with almost every single point made in the video. Most technology mods are annoyingly modern. I don't want factories, I don't want pipes or electricity or anything else that was thought of as voodoo in the 1700's. I like the low-tech approach. Windmills, watermills, those things make sense. They fit in with the natural and slightly magical world of minecraft. I wanna keep minecraft in the middle ages.

    Now, the centurion dynamo is a nice little thingy, and I want to be used somewhere. But, energy portals? That's a little too thaumaturgical. How about we just put up windmills everywhere? Wood and wool are both easy to replenish, and they seem like the primary ingredients in the awesome mill of spinning goodness. Put up bases anywhere you want.
    Posted in: Minecraft Mods
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    posted a message on [1.7.2] [Forge] [SP/LAN/SMP] Goblins! V 6.0 - Goblins, Magical Items, Arrows that grow trees and MORE!
    We're all thinking it, I'm just saying it - 1.7.2?

    The goblins provide a nice counter-balance to the villagers - in the early game, it's pretty hard to take out a goblin village alone, so if you find one you either have to bring some friends or run away until you can gear up.

    Maybe the goblin villages could expand with time...? Or maybe they could become subject to zombie attacks, like normal villages. Would be quite the spectacle to see a village of goblins fighting a horde of zombies...
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Tukanen

    I'll believe it when I see it... Just looked thought a 5k x 5k area with no luck of finding a magical forest (or any other biome from thaumcraft 4)

    updated BoP to 757 btw

    But nice to see some of the nether-stuff is back :D

    Is there a to-do list of biomes yet to be added btw?

    This made me think - where's the old config option to allow BoP biomes into a normal/large world type?

    And just to second what everyone else is saying - Biomes o'Plenty has been one of my favourite mods. I can't imagine Minecraft without it. Thank you guys so much for all the hard work you have been and still are putting in. Almost any mod thread I see is filled with people whining about the problems they're having - my guess is that when it works, they just can't stop playing long enough to thank you. Hence they mostly come back to these threads when things don't work.
    Posted in: Minecraft Mods
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    posted a message on [1.7.2][Forge] TooManyGodDamnOres - Ore Dictionary Enforcement
    Definitely a great idea, but we the people tend to be lazy, so yeah, those configs would be appreciated, hahah.

    As far as I remember, silver, tin, copper and bronze are added by metallurgy, Tinkers', LOTR and Thaumaturgy to list just a few.
    Posted in: Minecraft Mods
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    posted a message on [1.6.X]Natura
    Quote from mDiyo

    It's no secret that I've lost interest in this mod. This is one of the oldest mods I made and it's a huge mess behind the scenes. Code from beta 1.8 has been moved forward, mixed in with better code, chucked here and there... well, let's say it's a collection of code that contains years of weirdness.

    I'll be passing this mod off soon. Expect another thread with this mod to crop up sooner or later.

    Onwards and upwards, then! Glad to hear this will be passed on to someone else.
    Posted in: Minecraft Mods
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    posted a message on Dungeon Mobs (reference to new thread in last post)
    Quite the neat compilation of mobs! However, could we please have a config file to control which mobs we want to actually spawn? Thanks for reading!
    Posted in: Minecraft Mods
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